fix new Screens get created 3x after the last GameCommand change
remove complicated GetAndEraseScreen logic and export SELECT_NONE rows if they have focus, otherwise don't export them (fixes InsertCoin row)
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@@ -229,20 +229,10 @@ public:
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ListEntries[iFirstSelection].m_sModifiers :
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def.choices[iFirstSelection];
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}
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virtual CString GetAndEraseScreen( int iChoice )
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virtual bool HasScreen( int iChoice ) const
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{
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GameCommand &mc = ListEntries[iChoice];
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if( mc.m_sScreen != "" )
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{
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/* Hack: instead of applying screen commands here, store them in
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* m_sNextScreen and apply them after we tween out. If we don't set
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* m_sScreen to "", we'll load it twice (once for each player) and
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* then again for m_sNextScreen. */
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CString sNextScreen = mc.m_sScreen;
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mc.m_sScreen = "";
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return sNextScreen;
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}
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return "";
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const GameCommand &mc = ListEntries[iChoice];
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return !mc.m_sScreen.empty();
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}
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void FillNoteSkins( OptionRowDefinition &defOut, CString sParam )
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